
This paper introduces a novel perspective on the gamification of crowdsourcing tasks by conceptualizing it as the introduction of hedonic quality into the solution of utilitarian tasks and into the design of corresponding systems. We demonstrate how such a conceptualization can enable crowdsourcing applications to involve new kinds of crowds in everyday contexts that cannot be reached with existing models. We illustrate its application with the design of TrendRack, a gamified crowdsourcing application in the domain of fashion. We then discuss the results from a first evaluation, suggesting successful engagement of fashion customers in everyday contexts.
European Commission
European Commission
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 5 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
